Designing Fatigue-Aware VR Interfaces via Biomechanical Models
Organizations: Immersive & Creative Technologies Lab, Concordia University, Canada
Abstract
Prolonged mid-air interaction in virtual reality (VR) causes arm fatigue and discomfort, negatively affecting user experience. Incorporating ergonomic considerations into VR user interface (UI) design typically requires extensive human-in-the-loop evaluation. Although biomechanical models have been used to simulate human behavior in HCI tasks, their application as surrogate users for ergonomic VR UI design remains underexplored. We propose a hierarchical reinforcement learning framework that leverages biomechanical user models to evaluate and optimize VR interfaces for mid-air interaction. A motion agent is trained to perform button-press tasks in VR under sequential conditions, using realistic movement strategies and estimating muscle-level effort via a validated three-compartment control with recovery (3CC-r) fatigue model. The simulated fatigue output serves as feedback for a UI agent that optimizes UI element layout via reinforcement learning (RL) to minimize fatigue. We compare the RL-optimized layout against a manually-designed centered baseline and a Bayesian optimized baseline. Results show that fatigue trends from the biomechanical model align with human user data. Moreover, the RL-optimized layout using simulated fatigue feedback produced significantly lower perceived fatigue in a follow-up human study. We further demonstrate the framework's extensibility via a simulated case study on longer sequential tasks with non-uniform interaction frequencies. To our knowledge, this is the first work using simulated biomechanical muscle fatigue as a direct optimization signal for VR UI layout design. Our findings highlight the potential of biomechanical user models as effective surrogate tools for ergonomic VR interface design, enabling efficient early-stage iteration with less reliance on extensive human participation.
Figures & tables
| User | Fatigue Type | UI | Mean | Std. | Comparison | Wilcoxon Signed Rank | |
|---|---|---|---|---|---|---|---|
| Z | p | ||||||
| Simulated User | Accumulated effort ( ) | UI_Static | 30.4513 | 4.0708 | -2.910 | ||
| UI_BO | 33.0482 | 1.3801 | -4.782 | ||||
| UI_RL | 22.8955 | 0.7652 | -4.782 | ||||
| User Study | Borg CR10 | UI_Static | 3.639 | 2.2016 | -2.875 | ||
| UI_BO | 5.94 | 1.662 | -3.598 | ||||
| Subscale | Comparison | Z | p-value |
|---|---|---|---|
| Overall Scores | -2.172 | ||
| -2.461 | |||
| -2.344 | |||
| Effort | -1.998 | ||
| -2.594 | |||
| -1.827 | n.s |
Virtual Reality
Virtual reality studies immersive, interactive environments and the technologies and human experiences that make them useful.
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